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lightwave_export.py « scripts « release - git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
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#!BPY

"""
Name: 'LightWave...'
Blender: 232
Group: 'Export'
Tooltip: 'Export selected meshes to LightWave File Format (*.lwo)'
"""

# $Id$
#
# +---------------------------------------------------------+
# | Copyright (c) 2002 Anthony D'Agostino                   |
# | http://www.redrival.com/scorpius                        |
# | scorpius@netzero.com                                    |
# | April 21, 2002                                          |
# | Released under the Blender Artistic Licence (BAL)       |
# | Import Export Suite v0.5                                |
# +---------------------------------------------------------+
# | Read and write LightWave Object File Format (*.lwo)     |
# +---------------------------------------------------------+

import Blender, mod_meshtools
import struct, chunk, os, cStringIO, time, operator

# ==============================
# === Write LightWave Format ===
# ==============================
def write(filename):
	start = time.clock()
	file = open(filename, "wb")

	objects = Blender.Object.GetSelected()
	objects.sort(lambda a,b: cmp(a.name, b.name))
	if not objects:
		mod_meshtools.print_boxed("No mesh objects are selected.")
		return

	if len(objects) > 20 and mod_meshtools.show_progress:
		mod_meshtools.show_progress = 0

	text = generate_text()
	desc = generate_desc()
	icon = "" #generate_icon()

	material_names = get_used_material_names(objects)
	tags = generate_tags(material_names)
	surfs = generate_surfs(material_names)
	chunks = [text, desc, icon, tags]

	meshdata = cStringIO.StringIO()
	layer_index = 0
	for object in objects:
		objname = object.name
		meshname = object.data.name
		mesh = Blender.NMesh.GetRaw(meshname)
		#mesh = Blender.NMesh.GetRawFromObject(meshname)	# for SubSurf
		obj = Blender.Object.Get(objname)
		if not mesh: continue

		layr = generate_layr(objname, layer_index)
		pnts = generate_pnts(mesh, obj.matrix)
		bbox = generate_bbox(mesh)
		pols = generate_pols(mesh)
		ptag = generate_ptag(mesh, material_names)

		if mesh.hasFaceUV():
			vmad_uv = generate_vmad_uv(mesh)  # per face

		if mod_meshtools.has_vertex_colors(mesh):
			if mod_meshtools.average_vcols:
				vmap_vc = generate_vmap_vc(mesh)  # per vert
			else:
				vmad_vc = generate_vmad_vc(mesh)  # per face

		write_chunk(meshdata, "LAYR", layr); chunks.append(layr)
		write_chunk(meshdata, "PNTS", pnts); chunks.append(pnts)
		write_chunk(meshdata, "BBOX", bbox); chunks.append(bbox)
		write_chunk(meshdata, "POLS", pols); chunks.append(pols)
		write_chunk(meshdata, "PTAG", ptag); chunks.append(ptag)

		if mesh.hasFaceUV():
			write_chunk(meshdata, "VMAD", vmad_uv)
			chunks.append(vmad_uv)

		if mod_meshtools.has_vertex_colors(mesh):
			if mod_meshtools.average_vcols:
				write_chunk(meshdata, "VMAP", vmap_vc)
				chunks.append(vmap_vc)
			else:
				write_chunk(meshdata, "VMAD", vmad_vc)
				chunks.append(vmad_vc)
		layer_index += 1

	for surf in surfs:
		chunks.append(surf)

	write_header(file, chunks)
	write_chunk(file, "ICON", icon)
	write_chunk(file, "TEXT", text)
	write_chunk(file, "DESC", desc)
	write_chunk(file, "TAGS", tags)
	file.write(meshdata.getvalue()); meshdata.close()
	for surf in surfs:
		write_chunk(file, "SURF", surf)

	Blender.Window.DrawProgressBar(1.0, "")    # clear progressbar
	file.close()
	print '\a\r',
	end = time.clock()
	seconds = " in %.2f %s" % (end-start, "seconds")
	message = "Successfully exported " + os.path.basename(filename) + seconds
	mod_meshtools.print_boxed(message)

# =======================================
# === Generate Null-Terminated String ===
# =======================================
def generate_nstring(string):
	if len(string)%2 == 0:	# even
		string += "\0\0"
	else:					# odd
		string += "\0"
	return string

# ===============================
# === Get Used Material Names ===
# ===============================
def get_used_material_names(objects):
	matnames = {}
	for object in objects:
		objname = object.name
		meshname = object.data.name
		mesh = Blender.NMesh.GetRaw(meshname)
		if not mesh: continue
		if (not mesh.materials) and (mod_meshtools.has_vertex_colors(mesh)):
			# vcols only
			if mod_meshtools.average_vcols:
				matnames["\251 Per-Vert Vertex Colors"] = None
			else:
				matnames["\251 Per-Face Vertex Colors"] = None
		elif (mesh.materials) and (not mod_meshtools.has_vertex_colors(mesh)):
			# materials only
			for material in mesh.materials:
				matnames[material.name] = None
		elif (not mesh.materials) and (not mod_meshtools.has_vertex_colors(mesh)):
			# neither
			matnames["\251 Blender Default"] = None
		else:
			# both
			for material in mesh.materials:
				matnames[material.name] = None
	return matnames

# =========================================
# === Generate Tag Strings (TAGS Chunk) ===
# =========================================
def generate_tags(material_names):
	material_names = map(generate_nstring, material_names.keys())
	tags_data = reduce(operator.add, material_names)
	return tags_data

# ========================
# === Generate Surface ===
# ========================
def generate_surface(name, mesh):
	if name.find("\251 Per-") == 0:
		return generate_vcol_surf(mesh)
	elif name == "\251 Blender Default":
		return generate_default_surf()
	else:
		return generate_surf(name)

# ======================
# === Generate Surfs ===
# ======================
def generate_surfs(material_names):
	keys = material_names.keys()
	values = material_names.values()
	surfaces = map(generate_surface, keys, values)
	return surfaces

# ===================================
# === Generate Layer (LAYR Chunk) ===
# ===================================
def generate_layr(name, idx):
	data = cStringIO.StringIO()
	data.write(struct.pack(">h", idx))          # layer number
	data.write(struct.pack(">h", 0))            # flags
	data.write(struct.pack(">fff", 0, 0, 0))    # pivot
	data.write(generate_nstring(name))			# name
	return data.getvalue()

# ===================================
# === Generate Verts (PNTS Chunk) ===
# ===================================
def generate_pnts(mesh, matrix):
	data = cStringIO.StringIO()
	for i in range(len(mesh.verts)):
		if not i%100 and mod_meshtools.show_progress:
			Blender.Window.DrawProgressBar(float(i)/len(mesh.verts), "Writing Verts")
		x, y, z = mod_meshtools.apply_transform(mesh.verts[i].co, matrix)
		data.write(struct.pack(">fff", x, z, y))
	return data.getvalue()

# ==========================================
# === Generate Bounding Box (BBOX Chunk) ===
# ==========================================
def generate_bbox(mesh):
	data = cStringIO.StringIO()
	# need to transform verts here
	nv = map(getattr, mesh.verts, ["co"]*len(mesh.verts))
	xx = map(operator.getitem, nv, [0]*len(nv))
	yy = map(operator.getitem, nv, [1]*len(nv))
	zz = map(operator.getitem, nv, [2]*len(nv))
	data.write(struct.pack(">6f", min(xx), min(zz), min(yy), max(xx), max(zz), max(yy)))
	return data.getvalue()

# ========================================
# === Average All Vertex Colors (Fast) ===
# ========================================
def average_vertexcolors(mesh):
	vertexcolors = {}
	vcolor_add = lambda u, v: [u[0]+v[0], u[1]+v[1], u[2]+v[2], u[3]+v[3]]
	vcolor_div = lambda u, s: [u[0]/s, u[1]/s, u[2]/s, u[3]/s]
	for i in range(len(mesh.faces)):	# get all vcolors that share this vertex
		if not i%100 and mod_meshtools.show_progress:
			Blender.Window.DrawProgressBar(float(i)/len(mesh.verts), "Finding Shared VColors")
		for j in range(len(mesh.faces[i].v)):
			index = mesh.faces[i].v[j].index
			color = mesh.faces[i].col[j]
			r,g,b,a = color.r, color.g, color.b, color.a
			vertexcolors.setdefault(index, []).append([r,g,b,a])
	for i in range(len(vertexcolors)):	# average them
		if not i%100 and mod_meshtools.show_progress:
			Blender.Window.DrawProgressBar(float(i)/len(mesh.verts), "Averaging Vertex Colors")
		vcolor = [0,0,0,0]	# rgba
		for j in range(len(vertexcolors[i])):
			vcolor = vcolor_add(vcolor, vertexcolors[i][j])
		shared = len(vertexcolors[i])
		vertexcolors[i] = vcolor_div(vcolor, shared)
	return vertexcolors

# ====================================================
# === Generate Per-Vert Vertex Colors (VMAP Chunk) ===
# ====================================================
def generate_vmap_vc(mesh):
	data = cStringIO.StringIO()
	data.write("RGB ")                                      # type
	data.write(struct.pack(">H", 3))                        # dimension
	data.write(generate_nstring("Blender's Vertex Colors")) # name
	vertexcolors = average_vertexcolors(mesh)
	for i in range(len(vertexcolors)):
		r, g, b, a = vertexcolors[i]
		data.write(struct.pack(">H", i)) # vertex index
		data.write(struct.pack(">fff", r/255.0, g/255.0, b/255.0))
	return data.getvalue()

# ====================================================
# === Generate Per-Face Vertex Colors (VMAD Chunk) ===
# ====================================================
def generate_vmad_vc(mesh):
	data = cStringIO.StringIO()
	data.write("RGB ")                                      # type
	data.write(struct.pack(">H", 3))                        # dimension
	data.write(generate_nstring("Blender's Vertex Colors")) # name
	for i in range(len(mesh.faces)):
		if not i%100 and mod_meshtools.show_progress:
			Blender.Window.DrawProgressBar(float(i)/len(mesh.faces), "Writing Vertex Colors")
		numfaceverts = len(mesh.faces[i].v)
		for j in range(numfaceverts-1, -1, -1): 			# Reverse order
			r = mesh.faces[i].col[j].r
			g = mesh.faces[i].col[j].g
			b = mesh.faces[i].col[j].b
			v = mesh.faces[i].v[j].index
			data.write(struct.pack(">H", v)) # vertex index
			data.write(struct.pack(">H", i)) # face index
			data.write(struct.pack(">fff", r/255.0, g/255.0, b/255.0))
	return data.getvalue()

# ================================================
# === Generate Per-Face UV Coords (VMAD Chunk) ===
# ================================================
def generate_vmad_uv(mesh):
	data = cStringIO.StringIO()
	data.write("TXUV")                                       # type
	data.write(struct.pack(">H", 2))                         # dimension
	data.write(generate_nstring("Blender's UV Coordinates")) # name
	for i in range(len(mesh.faces)):
		if not i%100 and mod_meshtools.show_progress:
			Blender.Window.DrawProgressBar(float(i)/len(mesh.faces), "Writing UV Coordinates")
		numfaceverts = len(mesh.faces[i].v)
		for j in range(numfaceverts-1, -1, -1): 			# Reverse order
			U,V = mesh.faces[i].uv[j]
			v = mesh.faces[i].v[j].index
			data.write(struct.pack(">H", v)) # vertex index
			data.write(struct.pack(">H", i)) # face index
			data.write(struct.pack(">ff", U, V))
	return data.getvalue()

# ======================================
# === Generate Variable-Length Index ===
# ======================================
def generate_vx(index):
	if index < 0xFF00:
		value = struct.pack(">H", index)                 # 2-byte index
	else:
		value = struct.pack(">L", index | 0xFF000000)    # 4-byte index
	return value

# ===================================
# === Generate Faces (POLS Chunk) ===
# ===================================
def generate_pols(mesh):
	data = cStringIO.StringIO()
	data.write("FACE")  # polygon type
	for i in range(len(mesh.faces)):
		if not i%100 and mod_meshtools.show_progress:
			Blender.Window.DrawProgressBar(float(i)/len(mesh.faces), "Writing Faces")
		data.write(struct.pack(">H", len(mesh.faces[i].v))) # numfaceverts
		numfaceverts = len(mesh.faces[i].v)
		for j in range(numfaceverts-1, -1, -1): 			# Reverse order
			index = mesh.faces[i].v[j].index
			data.write(generate_vx(index))
	return data.getvalue()

# =================================================
# === Generate Polygon Tag Mapping (PTAG Chunk) ===
# =================================================
def generate_ptag(mesh, material_names):
	data = cStringIO.StringIO()
	data.write("SURF")  # polygon tag type
	for i in range(len(mesh.faces)): # numfaces
		if not i%100 and mod_meshtools.show_progress:
			Blender.Window.DrawProgressBar(float(i)/len(mesh.faces), "Writing Surface Indices")
		data.write(generate_vx(i))
		if (not mesh.materials) and (mod_meshtools.has_vertex_colors(mesh)):		# vcols only
			if mod_meshtools.average_vcols:
				name = "\251 Per-Vert Vertex Colors"
			else:
				name = "\251 Per-Face Vertex Colors"
		elif (mesh.materials) and (not mod_meshtools.has_vertex_colors(mesh)):		# materials only
			idx = mesh.faces[i].mat	#erialIndex
			name = mesh.materials[idx].name
		elif (not mesh.materials) and (not mod_meshtools.has_vertex_colors(mesh)):	# neither
			name = "\251 Blender Default"
		else:																		# both
			idx = mesh.faces[i].mat
			name = mesh.materials[idx].name
		names = material_names.keys()
		surfidx = names.index(name)
		data.write(struct.pack(">H", surfidx)) # surface index
	return data.getvalue()

# ===================================================
# === Generate VC Surface Definition (SURF Chunk) ===
# ===================================================
def generate_vcol_surf(mesh):
	data = cStringIO.StringIO()
	if mod_meshtools.average_vcols and mod_meshtools.has_vertex_colors(mesh):
		surface_name = generate_nstring("\251 Per-Vert Vertex Colors")
	else:
		surface_name = generate_nstring("\251 Per-Face Vertex Colors")
	data.write(surface_name)
	data.write("\0\0")

	data.write("COLR")
	data.write(struct.pack(">H", 14))
	data.write(struct.pack(">fffH", 1, 1, 1, 0))

	data.write("DIFF")
	data.write(struct.pack(">H", 6))
	data.write(struct.pack(">fH", 0.0, 0))

	data.write("LUMI")
	data.write(struct.pack(">H", 6))
	data.write(struct.pack(">fH", 1.0, 0))

	data.write("VCOL")
	data.write(struct.pack(">H", 34))
	data.write(struct.pack(">fH4s", 1.0, 0, "RGB "))  # intensity, envelope, type
	data.write(generate_nstring("Blender's Vertex Colors")) # name

	data.write("CMNT")  # material comment
	comment = "Vertex Colors: Exported from Blender\256 " + mod_meshtools.blender_version_str
	comment = generate_nstring(comment)
	data.write(struct.pack(">H", len(comment)))
	data.write(comment)
	return data.getvalue()

# ================================================
# === Generate Surface Definition (SURF Chunk) ===
# ================================================
def generate_surf(material_name):
	data = cStringIO.StringIO()
	data.write(generate_nstring(material_name))
	data.write("\0\0")

	material = Blender.Material.Get(material_name)
	R,G,B = material.R, material.G, material.B
	data.write("COLR")
	data.write(struct.pack(">H", 14))
	data.write(struct.pack(">fffH", R, G, B, 0))

	data.write("DIFF")
	data.write(struct.pack(">H", 6))
	data.write(struct.pack(">fH", material.ref, 0))

	data.write("LUMI")
	data.write(struct.pack(">H", 6))
	data.write(struct.pack(">fH", material.emit, 0))

	data.write("SPEC")
	data.write(struct.pack(">H", 6))
	data.write(struct.pack(">fH", material.spec, 0))

	data.write("GLOS")
	data.write(struct.pack(">H", 6))
	gloss = material.hard / (255/2.0)
	gloss = round(gloss, 1)
	data.write(struct.pack(">fH", gloss, 0))

	data.write("CMNT")  # material comment
	comment = material_name + ": Exported from Blender\256 " + mod_meshtools.blender_version_str
	comment = generate_nstring(comment)
	data.write(struct.pack(">H", len(comment)))
	data.write(comment)
	return data.getvalue()

# =============================================
# === Generate Default Surface (SURF Chunk) ===
# =============================================
def generate_default_surf():
	data = cStringIO.StringIO()
	material_name = "\251 Blender Default"
	data.write(generate_nstring(material_name))
	data.write("\0\0")

	data.write("COLR")
	data.write(struct.pack(">H", 14))
	data.write(struct.pack(">fffH", 1, 1, 1, 0))

	data.write("DIFF")
	data.write(struct.pack(">H", 6))
	data.write(struct.pack(">fH", 0.8, 0))

	data.write("LUMI")
	data.write(struct.pack(">H", 6))
	data.write(struct.pack(">fH", 0, 0))

	data.write("SPEC")
	data.write(struct.pack(">H", 6))
	data.write(struct.pack(">fH", 0.5, 0))

	data.write("GLOS")
	data.write(struct.pack(">H", 6))
	gloss = 50 / (255/2.0)
	gloss = round(gloss, 1)
	data.write(struct.pack(">fH", gloss, 0))

	data.write("CMNT")  # material comment
	comment = material_name + ": Exported from Blender\256 " + mod_meshtools.blender_version_str

	# vals = map(chr, range(164,255,1))
	# keys = range(164,255,1)
	# keys = map(lambda x: `x`, keys)
	# comment = map(None, keys, vals)
	# comment = reduce(operator.add, comment)
	# comment = reduce(operator.add, comment)

	comment = generate_nstring(comment)
	data.write(struct.pack(">H", len(comment)))
	data.write(comment)
	return data.getvalue()

# ============================================
# === Generate Object Comment (TEXT Chunk) ===
# ============================================
def generate_text():
	comment  = "Lightwave Export Script for Blender "
	comment +=	mod_meshtools.blender_version_str + "\n"
	comment += "by Anthony D'Agostino\n"
	comment += "scorpius@netzero.com\n"
	comment += "http://ourworld.compuserve.com/homepages/scorpius\n"
	return generate_nstring(comment)

# ==============================================
# === Generate Description Line (DESC Chunk) ===
# ==============================================
def generate_desc():
	comment = "Copyright 2002 Scorpius Entertainment"
	return generate_nstring(comment)

# ==================================================
# === Generate Thumbnail Icon Image (ICON Chunk) ===
# ==================================================
def generate_icon():
	data = cStringIO.StringIO()
	file = open("f:/obj/radiosity/lwo2_icon.tga", "rb") # 60x60 uncompressed TGA
	file.read(18)
	icon_data = file.read(3600) # ?
	file.close()
	data.write(struct.pack(">HH", 0, 60))
	data.write(icon_data)
	#print len(icon_data)
	return data.getvalue()

# ===================
# === Write Chunk ===
# ===================
def write_chunk(file, name, data):
	file.write(name)
	file.write(struct.pack(">L", len(data)))
	file.write(data)

# =============================
# === Write LWO File Header ===
# =============================
def write_header(file, chunks):
	chunk_sizes = map(len, chunks)
	chunk_sizes = reduce(operator.add, chunk_sizes)
	form_size = chunk_sizes + len(chunks)*8 + len("FORM")
	file.write("FORM")
	file.write(struct.pack(">L", form_size))
	file.write("LWO2")

def fs_callback(filename):
	if filename.find('.lwo', -4) <= 0: filename += '.lwo'
	write(filename)

Blender.Window.FileSelector(fs_callback, "LWO Export")